implemented spotlights
This commit is contained in:
parent
e1ceb4d8ee
commit
3f9a433549
22
shader.fs
22
shader.fs
@ -14,7 +14,9 @@ struct Material {
|
|||||||
struct Light{
|
struct Light{
|
||||||
vec3 position;
|
vec3 position;
|
||||||
|
|
||||||
// vec3 direction; // neccessary when using directional lights.
|
vec3 direction; // neccessary when using directional lights or spotlights.
|
||||||
|
float cutoff;
|
||||||
|
float outerCutOff;
|
||||||
|
|
||||||
vec3 ambient;
|
vec3 ambient;
|
||||||
vec3 diffuse;
|
vec3 diffuse;
|
||||||
@ -39,6 +41,8 @@ uniform vec3 viewPos;
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
// ambient lighting calculation
|
// ambient lighting calculation
|
||||||
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
|
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
|
||||||
|
|
||||||
@ -56,17 +60,29 @@ void main()
|
|||||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||||
vec3 specular = light.specular * spec * vec3( texture(material.specular, TexCoords));
|
vec3 specular = light.specular * spec * vec3( texture(material.specular, TexCoords));
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
float theta = dot(lightDir, normalize(-light.direction));
|
||||||
|
float epsilon = light.cutoff - light.outerCutOff;
|
||||||
|
float intensity = clamp((theta - light.outerCutOff)/ epsilon, 0.0, 1.0);
|
||||||
|
|
||||||
|
|
||||||
|
diffuse *= intensity;
|
||||||
|
specular *= intensity;
|
||||||
|
|
||||||
|
|
||||||
// calculate the attenuation
|
// calculate the attenuation
|
||||||
float distance = length(light.position - FragPos);
|
float distance = length(light.position - FragPos);
|
||||||
float attenuation = 1.0/ (light.constant + light.linear * distance + light.quadratic * (distance*distance));
|
float attenuation = 1.0/ (light.constant + light.linear * distance + light.quadratic * (distance*distance));
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ambient *= attenuation;
|
ambient *= attenuation;
|
||||||
diffuse *= attenuation;
|
diffuse *= attenuation;
|
||||||
specular *= attenuation;
|
specular *= attenuation;
|
||||||
|
|
||||||
|
|
||||||
// Calculate the result;
|
|
||||||
|
|
||||||
vec3 result = ambient + diffuse + specular ;
|
vec3 result = ambient + diffuse + specular ;
|
||||||
|
|
||||||
FragColor = vec4(result, 1.0);
|
FragColor = vec4(result, 1.0);
|
||||||
|
@ -258,13 +258,17 @@ while(!glfwWindowShouldClose(window))
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
shader.setVec3("light.position", camera.Position);
|
||||||
shader.setVec3("light.direction", lightpos);
|
shader.setVec3("light.direction", camera.Front);
|
||||||
|
shader.setFloat("light.cutoff", glm::cos(glm::radians(12.5f)));
|
||||||
|
shader.setFloat("light.outerCutOff", glm::cos(glm::radians(17.5f)));
|
||||||
|
|
||||||
shader.setVec3("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
shader.setVec3("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
|
||||||
shader.setVec3("light.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
shader.setVec3("light.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
|
||||||
shader.setVec3("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
shader.setVec3("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
shader.setFloat("light.constant", 1.0f);
|
shader.setFloat("light.constant", 1.0f);
|
||||||
shader.setFloat("light.linear", 0.09f);
|
shader.setFloat("light.linear", 0.09f);
|
||||||
shader.setFloat("light.quadratic", 0.032f);
|
shader.setFloat("light.quadratic", 0.032f);
|
||||||
|
Loading…
Reference in New Issue
Block a user